Sept. 13: Divine Divinity Interview with Swen Vincke at RPGDot

The head of the Larian Studios team talks about various aspects of its ambitious title.

By IGN Staff

A Divine Divinity interview with Swen Vincke of Larian Studios has been served up today at RPGDot. One question asks what he'd do differently if he could:

Well, tackling a project with so many ambitions as Divnity has been to put it mildly, very absorbing. Compared to similar titles our team was pretty small and our budget laughable, so everybody was doing multiple jobs at the same time. Unfortunately that also meant that if someone was not hundred percent ok, multiple jobs didn't get done. At the same time we didn't have that much experience so in a lot of cases, turned out very differently than we had expected, leading to a very iterative development method where we often had to redo things. Combined these two things lead to a significant delay. I think that knowing what we know now, we could probably develop Divinity a lot faster while at the same time significantly reduce the strain on the team, and if I were to turn back time, I think that would've been one of the main things I'd pay attention to.